2D gameTank-themed.io arena gameOriginal by Miniclip

Diep.io adds a tank class tree that evolves during the match to the.io formula. Players start with a basic tank, earn XP by shooting geometric shapes on the map, spend points on stats such as reload, damage and movement as they level up, and pick a new tank class at set levels. Because every match starts from scratch, players try a different build each time, which delivers high replayability.

A similar game needs a branching class tree, a stat point system and an authoritative server that simulates large numbers of bullets at once. Team modes, zone control and boss-like AI enemies keep matches lively. A lightweight client that opens instantly in the browser, regional servers, bot and cheat protection, ad integration and a simple leaderboard are also part of the first release.

First playable version (MVP)€25,000 – €35,0009–13 weeks · excl. VAT
Full scope€55,000 – €80,00015–21 weeks · 4-person team
Recommended techHTML5 Canvas or PixiJS (TypeScript); Unity 2D or a Capacitor wrapper for the mobile appAuthoritative game server with Node.js or Go (WebSocket), regional deployment; a lightweight API for accounts and scores
How to Make a Game Like Diep.io
How to Make a Game Like Diep.io

Why Diep.io works: the core loop

Enter the arena → shoot shapes for XP → spend stat points → pick a new tank class at milestone levels → hunt rival tanks or flee → die and restart with a different build
Systems you need to build a game like Diep.io
Why Diep.io works: the core loop

Systems you need to build a game like Diep.io

Tank class tree

Classes that branch at set levels and offer different playstyles such as twin barrels, sniper and drone control.

Stat point system

Points spent on attributes such as health regen, bullet speed, damage, reload and movement speed.

Bullet and collision simulation

Efficient collision checks for hundreds of bullets, shapes and tanks on the server using spatial partitioning.

Resources and map layout

Shapes that give different XP by value, dense zones and a dangerous centre area.

Team and zone modes

Two- and four-team modes plus alternative rules such as base defence and zone capture.

Leaderboard and score

A sense of competition through live in-match rankings and session score.

What goes into the first version, what comes later

First version (soft launch)

  • A client that opens instantly in the browser
  • Free-for-all arena mode and shape farming
  • A tank class tree with two or three tiers
  • A stat point system and in-match leaderboard
  • Regional servers and ad integration

Later updates

  • Team and zone control modes
  • New class branches and special enemies
  • Accounts, cosmetics and persistent stats
  • A mobile app version

The hard parts of this genre

Class balance

One dominant class makes everyone pick the same path; regular tuning based on win and survival data is needed.

Server load

Large numbers of bullets and objects strain the server CPU; delta compression and sending data based on view range are essential.

Bots and teaming

Secret teaming in free-for-all and auto-playing bots break balance; behaviour detection and clear rules are needed.

Team, timeline and budget

The estimate is based on the genre’s core systems, content volume, multiplayer and live-ops needs plus QA and project management: about 211 person-days for the full scope and 95 person-days for the first version. Cutting scope (fewer levels, one map, fewer characters) lowers the budget directly. Store accounts, servers, audio licences and user-acquisition budget are separate items. We send a fixed written price within 24 hours after the game design document.

Monetisation

The main revenue source in.io games is display and rewarded ads between matches; rewarded ads can be used for a starting level or bonus XP. In the mobile version, cosmetics such as tank skins, colours and trail effects and an ad-free version can be sold. Selling power ruins this genre’s sense of fairness.

Estimate your game budget and get a fixed quote

Let us scope it together and send a fixed written quote within 24 hours. NDA on request; you own the source code.

Content volume
Multiplayer
LiveOps / events
Platform
First version (MVP)–
Full scope–

Calculated instantly from your choices, excl. VAT. A fixed written quote follows a free scoping call within 24 hours.

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Choosing a game development company for a game like Diep.io

Most people searching “make a game like diep.io” are really looking for a reliable game development company. When comparing quotes, check four things:

  • Can you play their released 2D games on your own phone?
  • Are the source code, art files and store accounts transferred to you by contract?
  • Do they build a playable prototype first and show a demo every two weeks?
  • Are multiplayer servers, anti-cheat and scaling costs written into the quote?

Copyright and originality

Game mechanics on their own are generally not protected, but names, logos, characters, art, audio and level designs are. That is why we build a game “like Diep.io” with your own name, art and world. This is not legal advice; we recommend a trademark search before launch.

Frequently asked questions

How long does it take to make a game like Diep.io?

A single-mode.io MVP with a class tree can be built by a small, experienced team in a few weeks to a few months. Most of the time goes into server optimisation and balance testing.

Are there copyright issues?

Tank and class tree mechanics are generally free to use; the name, logo, exact class names and visual identity cannot be copied. This is general information, not legal advice.

Can I build it on my own?

A simple-looking.io game is within the scope of a single experienced developer. However, the real-time server, scaling and anti-cheat require serious network programming knowledge.

What should I look for in a company that makes games like Diep.io?

Look at their experience with browser-based real-time games, server scaling and cost optimisation. Ask whether they run load tests at high player counts.

Costs of similar games

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